Making some cloth stitches stronger than the others
In the real world, you would not close the raincoat with a single thread at the front of the neck. The edge/seam pulls the fabric together in the clothing simulation, but the single edge doesn't work well for collision detection.
The solution is to turn the edge into a face, so that real geometry exists. This face is treated as a small piece of cloth and also has the usual cloth properties like tension strength, stiffness, bending, etc. and can resist inertia better than an edge. You can adjust these settings if needed.
I tried that and it works. The next problem, however, is that when the character is in a full run, the hands, knees &amp; feet will beat the fabric in an unnatural way and it comes to glitches. It might be better to move the cape back a bit so that nothing is in the way at the front when he runs. (That is, deform the circle into a semicircle before the simulation.)